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Realtime GI System - Indirect Ilumination (WIP)

Discussion in 'Assets and Asset Store' started by CKahler, Jul 23, 2013.

?

Do you need a realtime GI system for your game, and how much money would you spend?

  1. Yes, but only for free !

    97 vote(s)
    36.6%
  2. Yes, I would spend 200 Dollars for it !

    147 vote(s)
    55.5%
  3. No, I don't need it !

    21 vote(s)
    7.9%
  1. blueivy

    blueivy

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  2. CKahler

    CKahler

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    @blieivy: Thanks for the hint, I will have a look at that paper.
     
  3. the_nomad

    the_nomad

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    AO Volumes (blueivy's link) are great - I've bee working with a tool that uses them over the last few years, and the quality's excellent.
     
  4. blueivy

    blueivy

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    What's your plan for implementing screen space reflections? The new Killzone has three different methods for reflections. First, screenspace reflections are used and if that fails then it tries to find that point inside of a static local cube map AABB and use that instead. If both these fails global skycube is used. I think that would be a good start. And maybe for water you can do it like crytek does, where they use a cubemap until your at a specific angle on the water and then blend into ssr, which is pretty effective since water has fresnel anyway.

    EDIT: refer to this talk for a more technical explanation to what I'm saying about killzoned reflections. The relevant part is under reflections near the bottom
    http://www.guerrilla-games.com/presentations/Valient_Killzone_Shadow_Fall_Demo_Postmortem.pdf
     
    Last edited: Oct 12, 2013
  5. CKahler

    CKahler

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    Here is a preview of the CSSGI, it can't compete with the VCT technique but it's ok for simple and quick results:
    $UnityCSSGI.jpg

    @blueivy: first the normal ss reflections and then maybe the tech from Remember Me "Practical Planar Reflections". But thanks for the killzone pdf, what they do sounds reasonable to consider it as an option. :)
     
  6. blueivy

    blueivy

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    @chris can the planar reflections be used on anything other than the ground?
     
  7. blueivy

    blueivy

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    also what paper is your vct tech based off of?
     
  8. CKahler

    CKahler

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  9. blueivy

    blueivy

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  10. Seith

    Seith

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    Dam that video is amazing! Is the guy using Unity as well?
     
  11. blueivy

    blueivy

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    No he's using his own renderer. It's only dx11 at the moment as well
     
  12. SteveB

    SteveB

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    Wow the lighting in that video was perfect blueivy, nice find. In fact that might be the best implementation I've seen yet, jeez... :eek:
     
  13. phaez

    phaez

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    Chris,

    Isn't your GI plugin supposed to be in the Unity store by now? I think I read a comment saying you submitted it to the store, but it's been over 10 days now. I don't see it in the store. Am I missing it?
     
  14. Cryunreal

    Cryunreal

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    Attached Files:

    Last edited: Oct 15, 2013
  15. BuildABurgerBurg

    BuildABurgerBurg

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    NO !! Cryunreal is an imposter !!
     
  16. Seith

    Seith

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    It's a TRAP !!! He's the unholy spawn of the CryEngine and the Unreal Engine !!! But we saw through his disguise...
     
  17. Howard Day Z

    Howard Day Z

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  18. CKahler

    CKahler

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    Hi, I appreciate your support, especially from Cryunreal,... but I already have someone for testing.
    I sent a package to the asset store team last thursday, so I'm also waiting, because I want to update it when it's online :)

    I added the skylighting, here is my first test:


    Hope the asset will be soon available.
    Regards,
    Chris
     
  19. Cryunreal

    Cryunreal

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    Haha) no, i'am not imposter!)) I do not associated with CryEngine and UnrealEngune)) just a nickname. I'm 3d artist and I've been waiting globall illumination for unity3d...
     
  20. BuildABurgerBurg

    BuildABurgerBurg

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    lol I think it's going to take a long time for them to approve it, I think there's a bunch of them grouped round one computer staring in awe at your creation...

    it's oh so quiet shhh shhh ... one of them is brave enough to say "come on guys we need to approve it" shhhhhhhhhhhhhhhhhhhhhhh wait I just need to figure how he did it, we've been trying for years and this one man has brought GI to Unity.... maybe he's not a man !!!


    oh by the way what is your price Sir?
     
  21. CKahler

    CKahler

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    Because of the restrictions (DX11 and Deferred Rendering) and some minor bugs, I start with 95$. When the performance and the quality improve and the restrictions are gone, the price may rise.
     
  22. BuildABurgerBurg

    BuildABurgerBurg

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    sounds good to me :)
     
  23. PrimeDerektive

    PrimeDerektive

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    I keep refreshing the latest items RSS feed on the asset store and it just added a new batch of stuff and its not there :(

    WHAT THE HECK UT, get on this! :twisted:
     
  24. sloopidoopi

    sloopidoopi

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  25. BuildABurgerBurg

    BuildABurgerBurg

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  26. Loards

    Loards

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    Awesome!!! tomorrow for sure this will be mine!!
     
  27. EvilFox

    EvilFox

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    +1 :)
     
  28. KRGraphics

    KRGraphics

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    I am going to hold off on this one until more features are added and it is more stable...
     
  29. Seikan1

    Seikan1

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    Purchased.
     
  30. CKahler

    CKahler

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    I fixed some render delay bugs increased color bleeding and updated the pdf. There is also a new simple blur filter which should be on all the time. I uploaded this, so everyone who already purchased should wait until v0.6 is out to get these fixes. Hope the update progress doesn't take that long. Thanks for purchasing even it's an early state! I'm working now on increasing the performance.

    By the way, the sky lighting is also included in the v0.6 version however I commented it out, because there are still some bugs to fix and improvements to make. if someone likes to try it, you have to go to the editor script and uncomment the sky light phrases.

    Here is the demo of v0.6 : http://sdrv.ms/1d1nFZe

    And here is a video of a mecanim test with version v0.6:
     
    Last edited: Oct 18, 2013
  31. TechnicalArtist

    TechnicalArtist

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  32. CKahler

    CKahler

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    for those people who already purchased: if you send me your invoice number I will send you the new version v0.6, so you don't have to wait until it's in the store: support@next4unity.com
     
  33. Seith

    Seith

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    Alright, I've been trying the package in my own game assets and it is very promising! So far, here are the biggest issues that prevent me from using in production:


    1) Doesn't seem to support tessellation (yet?): tessellated outlines are semi-transparent and texture depth information overall (even in POM shaders) seems somehow problematic.

    2) Problem with Unity's DepthOfFieldScatter.js script: it normally focuses on the specified transform (in my case the player) but for some reason the whole screen gets out-of-focus when GI is active.

    3) Doesn't seem to support Unity's GlobalFog.js script: the fog is simply not visible. That's a problem for me, as I use that script to create very subtle "foggy" ambiances.

    4) Any transparent shader gets half-rendered as a ghostly image as if its depth were not properly sorted out. I believe it is also linked to the "camera depth mode" issue you mention in the documentation. Unfortunately I'm not a very good programmer so I don't know how to fix it.

    5) Right now it looks like it's not possible to see and adjust the GI settings in editor mode. I mean you HAVE to be in game-mode to see the GI and that's really a hindrance. I believe the Game sub-window should always show what the game camera sees; seeing GI when you work on a scene that uses GI is kind-of indispensable.

    6) Sometimes the picture flares up and becomes overly bright before decreasing. Seems to happen when the game camera gets close to walls or obstacles.


    As you can see, a lot of those issues feel like they're depth-related. Please let me know if some of them are due to user error. Here's to the next version...! :)

    (PS: I just sent you an email request for 0.6 along with my invoice number)
     
  34. CKahler

    CKahler

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    Currently not all the custom shaders are supported, as the pdf says.
    Edit: sorry, i was wrong about the tessellation, it's currently not working correctly I try to fix that in the next version.


    I will check these post effects, I think it is the camera depth mode problem. I think I can write you a fixed version.
    Edit: Both effects are working fine for me. can you send me an screenshot of your results via email? Which unity version do you have?
    $imageEffects.jpg

    Might work with PrePassLighting however the normal mode is more stable. As a workaround use cutouts, that should work.

    This is very difficult because my GI system is rendered as a post effect... when you like to see the gi in the scene view you could use the prepasslighting option however the quality is not that good and it has to be at runtime. But I think it is possible to add the GI in editor mode. I will add that to my future features list.

    Haven't seen that yet! Which settings did you use, have you seen this effect in one of the demo levels? plz write to the support@next4unity.com email.
     

    Attached Files:

    Last edited: Oct 19, 2013
  35. Seith

    Seith

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    Well, v0.6 already fixes a lot of issues! That's fantastic, thanks Chris... :)
     
  36. EvilFox

    EvilFox

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    [ExecuteInEditMode] does not work? In your scripts it is not present.
    Because of this, if the Game window is not visible, then the parameters of Sun Angle X/Y are not working (In the Scene window, nothing happens).
    I sent the invoice.
     
  37. Loards

    Loards

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    look really good, but i feel that the color bleeding and color bounce are too strong, even when there is no direct light in the surface.
     
  38. EvilFox

    EvilFox

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    Version 0.6 does not have this problem. Thank you again.
     
  39. kenshin

    kenshin

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    Great update!!!
     
  40. CKahler

    CKahler

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    I'm already working on that, there will be a slider in the next update where you can set the saturation, currently the shader adds a bit of saturation, I will remove that in the next update and add the option to change in manually!
     
  41. Cryunreal

    Cryunreal

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    $Unity_VoxelConeTracing.jpg
    I bought your Asset! Tested a couple of hours to work very quickly. But the main problem, it gleams through the wall, I turned the settings differently, nothing helps ... Light passes through the thin walls. Voxel size must be very small. At the moment this is not applicable to the whole production.
     
  42. Loards

    Loards

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    Awesome!! :D
     
  43. Seikan1

    Seikan1

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    hi CKahler,

    thank you for 0.6 update,

    now the biggest issues for me are still the flickering when i rotate the sun or when i move some objects. When nothing is moving in the scene, only camera, there is no flickering. I do not think flickering will be gone with better filters, perhaps complete different aproach ( i strongly want you to consider octree insteed of 3d texture ), I did tryed Pc filter, simple blur, small and big grids, 64 to 256 sizes, nothing really helped. You did solve flickering when you move the camera now we need to solve when something else is moving.

    Second thing is i use cookie in sun light and move the lighit in some direction by script to simulate clouds movement, it did not work with dynamic GI because it ignores editor translations and rotations.

    Many thanks.
     
  44. Seith

    Seith

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    Great support from Chris on this asset! It's going to become a staple for anyone thinking of using Unity to develop visually appealing games.

    This is a quick test with version 0.6: As you can see the areas that were completely black with no detail whatsoever (especially on the left and right sides of the picture) are now visible. The GI is probably a bit too strong but heck, even the lute on the mouse's back is more legible!

     
  45. CKahler

    CKahler

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    @Cryunreal: I know about this issue, currently the easiest way is to add black cubes behide the walls, like I did in the L-Shaped tunnel demo. If that not helps, adding a SSAO or some other Ambient Occlusion effect might hide it. (By the way, cryteks LPV has the same issue.)

    @Seikan1: When you increase the sun tex size the flickering should be reduced (1024). Also in the Debug Settings the "Global Quad Size" could make a difference, try setting it to 0.5 (not to high or the performance will die).

    @Seith: Thanks again Seith, very impressive work!

    Some parameters in the dynamicGI Inspector-UI have tooltips when move the mouse over them, that might help to get more info about the functions.
    I gathered a lot of feedback now, and I will try to fix most of the bugs/issues tomorrow, so a new update will be available on monday or tuesday.
     
    Last edited: Oct 19, 2013
  46. Seikan1

    Seikan1

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    Thank you for the tip CKahler,

    i did use 1024 sun tex size, and 1 global quad size, the flickering are visible only before the light are completely black, as you said, the quad size are very power expensive.

    I also send some results here. I did use only one directional light.
    $00.jpg $01.jpg
     
    Last edited: Oct 19, 2013
  47. blueivy

    blueivy

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    Are you using a skybox for your sky or Nuaj?
     
  48. CKahler

    CKahler

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    in this demo I'm using a simple skybox...why?

    By the way, there are always some people who argue about how realistic or not my system is, but it depends on the settings, here is a comparison with vray:



    @Seikan1: wow, looks great!
     
    Last edited: Oct 20, 2013
  49. eskovas

    eskovas

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    It looks very impressive, but i think i'll hold on until at least dx9 is supported.
    I'm really interested in this :)

    @Seith
    That looks really good, can you tell us how many fps you're getting with and without GI ?
     
  50. Seith

    Seith

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    @Eskovas: Thanks! Right now nothing is optimized yet so at 1920*1200 Unity says that without GI it runs at 60fps and with GI it runs at 45fps. But this is all in-editor and with a proper build you could almost add 10fps to both results. That being said my rig is pretty beefy (GTX Titan).

    Still, performance optimization (both in my game and the GI asset package itself) should bring those numbers higher in the future.